A game as a tool to support the architectural program of public school building

This article presents the results of the development of an architectural programming tool for the design of public school in the state of São Paulo, Brazil. The main goal of the tool is to support and encourage discussion on the themes of school design, mainly to support architectural programming an...

Volledige beschrijving

Bewaard in:
Bibliografische gegevens
Hoofdauteurs: Deliberador, Marcella Savioli, Kowaltowski, Doris Catharine Cornelie Knatz
Formaat: Online
Taal:por
Gepubliceerd in: Universidade Estadual de Campinas 2015
Online toegang:https://periodicos.sbu.unicamp.br/ojs/index.php/parc/article/view/8634985
Tags: Voeg label toe
Geen labels, Wees de eerste die dit record labelt!
Omschrijving
Samenvatting:This article presents the results of the development of an architectural programming tool for the design of public school in the state of São Paulo, Brazil. The main goal of the tool is to support and encourage discussion on the themes of school design, mainly to support architectural programming and the participatory design process. The importance of this research is related to the school spaces, because many international publications showed the relation between the quality of these spaces and the learning capacity of the students. The game is based on design patterns, found in the literature on school building design and is adapted to the Brazilian reality. Technical and specific design requirements from FDE (Fundação para o Desenvolvimento da Educação) were used to adapt global parameters to local conditions. The tool is in the form of a card game, with 17 suits of 4 cards each. Each suit represents an important design theme. Each card is organized like a pattern with graphic and verbal information on a specific concept. The card game was tested in two different contexts: first with groups of professionals, scholars, architects, teachers, students, parents, engineers and principals of schools. Secondly test occurred with architecture students. Both situations showed that the game is an efficient tool to stimulate school design discussions and to help designers to elaborate the Architectural Program. The card game presents itself as a contribution to the area of design methods to support the architectural programming phase. The format of the tool also stimulates a structured debate, focusing the participant’s attention on the topic at hand and producing a final effective product to enhance the next phase of a school design process.